Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 19 May 2004
Offline Last Active Today, 01:01 AM

Posts I've Made

In Topic: Preventing unintentional pvp (AOE , missiles etc.)

Yesterday, 08:28 AM

Your own suggestion seems reasonable.

In Topic: Stronger versions of enemies?

17 October 2016 - 03:09 AM

But Norman time and/or money IS ALWAYS limited (even for hobby projects), this is the point of the thread. Calling people lazy/greedy isnt really helping.


Combat is simplistic in my game so damage/hp scaling along with maybe blocking some abilities for lower tier monsters ("normal" mobs) will probably be enough. Same can maybe be done with ai/movement to give "champion monsters" some edge or slightly different behaviour.


I like the idea of some area buffing though. A matriarch spider can make other spiders in the party stronger, so you gain from taking that one down first. But then maybe that should be a different monster-type altogether.


Yeah how they do it in Borderlands (VERY similar solution to Diablo IMO) is kinda my idea as well. "Strong"/"badass" version that adds some extra danger and loot but reusing most of the assets.

In Topic: Combat Thoughts for a MUD

14 October 2016 - 04:41 AM

why is there a seperate battle view? Is it needed? Cant you achieve the same by fighting in the normal rooms? Or will that be too tight?

If a guild of 50 is moving as a single group (a single dot on the map I assume?) wouldnt it be kinda boring for the 49 people not controlling the movement? Or did i misunderstand you?

In Topic: Minigames instead of quick time events

11 October 2016 - 03:56 AM

Minigames such as lockpicking in fallout is ok, becouse it fits the game world and they are somewhat simple enough and at the same time rewarding enough when you "solve" them (good sound feedback etc).


Just a random puzzle to attack a boss? I think that would annoy the player.

In Topic: Make symbols on map more clear (RTS game)

27 September 2016 - 03:20 AM

Thanks for the input!

Colors will depend on the empire though, so there's at least seven different colors for units on the map (in the entire gameworld that is):)

But yeah higher brightness and other implementations of clarity is a surely needed thing.